Game Transfer Phenomena and its associated factors: An exploratory empirical online survey study
Game Transfer Phenomena and its associated factors: An exploratory empirical online survey study
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DOI:
10.1016/j.chb.2015.04.060
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发表时间:
2015-10-01
影响因子:
9.9
通讯作者:
Griffiths, Mark D.
中科院分区:
文献类型:
--
作者:
de Gortari, Angelica B. Ortiz;Griffiths, Mark D.
Previous qualitative and quantitative studies examining Game Transfer Phenomena (GTP) have demonstrated that GTP experiences are common. These studies have shown that many garners report altered perceptions, involuntary thoughts and behaviors after playing video games (e.g., pseudo-hallucinatory experiences, automatic motor activations, etc.). However, the factors associated with GTP are unknown. In the present study, a total of 2362 garners were surveyed using an online questionnaire to examine the relationship between GTP and socio-demographic factors, gaming habits, individual characteristics, and motivations for playing. Results showed that having a pre-existing medical condition, playing for 3-6 h, and playing for immersion, exploration, customization, mechanics and escape from the real world were significantly associated with having experienced GTP. Those who were 33-38 years old, playing sessions for less than one hour, being a professional player, being self-employed, and never recalling dreams, were significantly more likely to have not experienced GTP. The findings suggest that attention should be paid to young adults and the length of gaming sessions, as well as taking into consideration underlying factors such as medical conditions that may make garners more prone to GTP. (C) 2015 Elsevier Ltd. All rights reserved.